Important Notes: Bonus Play is hereby abolished. While you can transition to another area in an extended dungeon, you will have to reselect 3 Pokemon (or 4 in an Ubers Difficulty Dungeon) and resupply them with hold items etc. You may select your new team of 3 (or 4 for Ubers) from your initial mons and anything you caught.

(05/01/2014) The Planet's Fury has been released! Odds are that it will take eons to get to the end though...

(04/14/2014) All new TLR challenges will now allow two non-KO substitutions per Pokémon.

(03/30/2014) Enchanted Meadow has been released! Can Destiny's Flower be freed at last?

(02/26/2014) New Backpacks and Item Prices go into effect

(02/08/2014) WIP Challenges will be deleted after 24 hours. Join the queue only when you're ready!

(04/21/2013) Four Swords Quest has been released! This fight is totally not going to bring on a lawsuit!

(11/10/2012) Ruined Eden has been released! An entire civilization has gone to the dogs! Will you get to the spoils, or will the spoils get to you?

(09/30/2012) Glacial Cave has been released! Watch out or you'll get left in the cold!

(05/11/2012) Windswept Meadow has been released! Don't expect it to be a picnic!

(01/31/2012) Black Sulfur Caldera is now open! Can you beat the heat?

(01/04/2012) Single TLRs are now allowed. If you're reffing a dual TLR you may create a new thread for the progress of the second participant. The dual run format is not a necessary part of the TLR experience, it was intially created since I wanted a better sample of how a run-through would look and thought it might expedite, rather than stagnate work. This is effective immediately.

The Legend Run is a chance to battle your way to a legendary location and take on its master. This might sound familiar, but the rules are different. The Pokemon is at its normal strength, and you get to bring 3 Pokemon to face it. Sound easy? Don't be fooled.

In order to reach these rare legends, you'll have to travel treacherous terrain, face guardian Pokemon, and at the end the end of your journey you'll need to be prepared, because you'll have to catch your opponent the hard way: Solid preparation and luck with Pokeballs.

Legend Run Basics:

Every Pokemon encountered in The Legend Run can be captured. If you capture a Pokemon it can be used on The Legend Run against foes and kept in reserve. When you capture the Pokemon, you will be given a Pokemon summary for your use in the rest of the dungeon. You may have a maximum of six Pokemon with you on any Legend Run. You can bring fewer Pokemon and capture more, or you can bring the maximum 3 Pokemon and capture until you reach 6. If you capture a Pokemon after a 6th, it will go to a sort of limbo, where it is claimed after the end of the dungeon.

In The Legend Run, all combat is Switch = KO, All Abilities, and with max 1 Mega Evolution. Most TLR Combat is Triples-Style, unless stated otherwise, with 2 actions per pokemon per round. Both Trainer & Wild Pokemon have access to combinations as well as 2 Substitutions per round. Infinite Chills and Recovery are allowed, however they can only be used in battles. Your Pokemon may each bring a single Hold Item with you, and any healing items you buy from The Legend Run Shop for your backpack.

Capture Round:

When you move to capture a Pokemon, all attacks suspend and the trainer throws a Pokeball at the target. Poke-balls will only work when there is one opposing Pokemon left, as other Pokemon will intercept the Pokeball. If a Capture fails, the targeted Pokemon breaks free and uses a Chill, increasing their energy by 12. If the Boss gets back to 100 Energy, they will have a round to Attack your Pokemon.

Legendary Capture Rates:

In order to standardize challenges, all Legendaries will have a fixed Capture HP of 297.

The omniscient will provide you a description of the general area for you to explore, as you head up the path you will run into a few objects and will eventually encounter lackeys and enter the lackey phase.

Lackey Combat:

Lackey Combat will progress like a normal battle with alternating actions between the Lackeys and the Player. Lackey areas and generalized and usually allow for any move to be used. Lackeys are generally very basic enemies, and are jumpy and untrained, so they will always attack first in the first round. Two Substitutions will be allowed against Lackeys.

Summary:
Two Substitutions against Lackeys.
Lackeys will attack first, then alternate.
Lackeys tend to have arenas where all moves are available.

Exploration Roleplay I:

After defeating a Lackey, the area will open up and provide more Roleplaying opportunities. There may be items on the ground, dropped Pokeballs from unsuccessful competitors, or other odd developments.

Guardian Combat:

Guardian Combat is more nuanced than Lackey Combat. Guardians stake out a choke point in an area and have made it their own, giving themselves a specialized Arena to fight in. This Arena often provides the Guardian with advantages even if they are low in number. Attacks will still be alternated between the Guardian, however as the Guardian has staked out a defensive position, they will always attack second in the initial round. Two Substitutions will be allowed against Guardians.

Summary:
Two Substitutions against Guardians.
Guardians will always attack second, then alternate.
Guardians have Arenas that tend to be helpful to them.

Exploration Roleplay II:

After a Guardian goes down, another area in will open up with further opportunities. Items here will be rarer, and there is a decent chance for their to traps or other unpleasant experiences in this area. Much of it will be straightforward, but with tempting sidepaths. Proceed with caution.

Boss Combat:

Boss Combat is the most difficult. Not only are bosses Pokemon of legendary prowess, their intimidating nature and caution means they attack second in every round. They also have Arenas that provide them advantages, and the most important point of all? Like all other battles in The Legend Run, they have reactive, referee controlled AI. Whether alone or together, never underestimate these bosses. Moreover, Bosses have either 1 or 2 Guardian Pokemon that will act like their counterparts. A Boss will always act second, but every second round, you will get to see the Guardian's selected commands. Given the extraordinary difficulty, each of your Pokemon is allowed two substitutions in a boss battle.

In most cases once you capture or defeat a boss your Legend Run ends, and you reap the rewards you worked so hard to get.

Summary:
Two Substitutions against Bosses.
Boss will always attack second, Guardian will alternate, starting by moving second.
Bosses have their own arenas generally constructed to help that boss.

Trap Combat:

Often you will encounter Trap Pokemon. These Pokemon whisk away one of your Pokemon on hidden criteria and force them into two rounds of Singles Combat. Additionally they often do minor damage in springing that trap and utilize a non-damaging setup move. Trap Pokemon have movepools as strong as Guardians and are the biggest threat to your team. A bad trap matchup can potentially ruin your chance at The Legend Run. Thanks to their predatory nature, they will usually rush in for the kill and attack first in the first round.

Summary:
Two Substitutions against Trap Pokemon.
Trap Pokemon seal off one of your Pokemon for two rounds of Singles Combat before your team can regroup.
Cannot Catch Trap Pokemon during Singles Combat.
Trap Pokemon will attack first, then alternate.
Trap Pokemon usually battle in arenas without restrictions.

Rare Encounter Combat:

Occasionally you will run into a Rare Encounter. Rare Encounters essentially seal off your Pokemon like traps, however you can choose one of your Pokemon to go after them. Rare Encounters will use Singles Combat for the entirety of the match, and can be captured during singles combat.

Summary:
Two Substitutions against Rare Encounters.
Rare Encounters attack second, then alternate.
Singles Combat during a Rare Encounter.
Rare Encounters can be captured in Singles Combat.
Rare Encounters usually battle in arenas without restrictions.

Nest Combat:

Occasionally you will run into Nests of Pokemon. These Pokemon are some of the least developed of any opponent in The Legend Run, but you have to face them 3 at a time. Nest Pokemon are inexperienced so they will rush in and attack first.

Summary:
Two Substitutions against Nest Pokemon.
Nest Pokemon attack first, then alternate.
Next Pokemon usually battle in arenas without restrictions.

Horde Combat:

Horde Pokemon are substantially weaker than all other Pokemon you will encounter, dealing only half damage with their attacks and only having 45 HP. However, most horde encounters have power in numbers, normally taking a 5v3 or 5v1 format. Like Nest Pokemon, Horde Pokemon are inexperienced, and simply rush head first into their problems.

Summary:
Two Substitutions against Horde Pokemon.
Horde Pokemon attack first, then alternate.
Horde Pokemon usually battle in arenas without restrictions.
Horde Pokemon deal 50% Damage from their attacks
Horde Pokemon have 50% of the Max HP Value for a member of their species.
Once captured by a trainer, a Horde Pokemon's HP and max HP is doubled back to normal, and the Pokemon's attacks deal standard damage.

Extended Dungeon:

Sometimes a dungeon in The Legend Run is so titanic that beating the boss is not the end of the game. You can backtrack to fight more lackeys, go to another area of the dungeon, or go back to the beginning. After you defeat a boss, all the Pokemon you initially brought are healed to full health and energy, and you have the option to claim any Pokemon you captured along the way, buy more Pokeballs, and continue the dungeon from the beginning. Be aware that if you exit an Extended Dungeon, there will be a substantial amount of time before you can continue your progress depending on the queue.

Rewards:

As each battle in The Legend Run is commensurate with a regular ASB Battle, 1 EC, 2 MC, 1 MC, and the standard amount of CC for each battle will be rewarded in each battle during the course of the challenge. The only difference in these battles tends to be turn order. Trap Battles operate slightly differently, with full EC/MC/DC for the Pokemon trapped in singles combat, and 1 MC for the Pokemon that join after two rounds.

The items Exp Share, Amulet Coin, and Lucky Egg are banned and will have no effect in a TLR. CC bonuses for a full movepool will only be applied at large (Guardian or Boss) battles. The natural growth from all the battles is already well worth it, considering that most battles have the enemy outmatched and outnumbered. This serves to not accelerate an already fast rate of gain.

You will also keep any items you find, and of course, you will keep any Pokemon captured even if you ultimately fail to KO or Capture the boss. Certain items will have to be sold at the end of a run, but during the run and in the wrap-up they can be used if applicable.

The Legend Run Shop:

While catching Pokemon along the way is recommended to reduce the difficulty of The Legend Run, there is a shop where you can buy supplies beforehand.

Shop Items:

The Legend Run Shop(Move your mouse to reveal the content)The Legend Run Shop (open)The Legend Run Shop (close)

Poke Balls allow the capturing of Pokemon found in the RPs of CAP ASB. There exist many variants of Poke Balls with varying capture rates based on certain conditions. All Poke Balls are available for purchase except the Master Ball, which can only be rewarded for special accomplishments with appropriate approval. The TC Cost for a Poke Ball is the cost to purchase five (5) Poke Balls. Poke Balls can only be bought in multiples of five (5).

Poke Ball: A Poke Ball used to capture Pokemon.

Cost: 3 | Catch Rate: x1

Great Ball: A great Poke Ball used to capture Pokemon.

Cost: 4 | Catch Rate: x1.5

Ultra Ball: An ultra Poke Ball used to capture Pokemon.

Cost: 5 | Catch Rate: x2

Master Ball: A legendary Poke Ball that will capture any Pokemon without fail.

Cost: — | Catch Rate: —

Heal Ball: A Poke Ball that has an increased catch rate against Pokemon above 50% of their maximum HP. In certain roleplays where a Pokemon can be used as soon as it is captured, the Heal Ball heals them to full HP and energy when captured.

Cost: 5 | Catch Rate: 1x, 2x (>50% HP)

Premier Ball: An elaborate Poke Ball that grants the captured Pokemon one (1) EC, MC, or DC of the trainer's choice when captured.

Cost: 5 | Catch Rate: 1x

Luxury Ball: An extravagant Poke Ball with a reduced catch rate, but that grants the captured Pokemon two (2) EC, MC, or DC of the trainer's choice when captured.

Cost: 5 | Catch Rate: 0.5x

Cherish Ball: A Poke Ball that has an increased catch rate against legendary Pokemon.

Cost: 5 | Catch Rate: 1x, 2.5x (Against legendary Pokemon)

Dream Ball: A Poke Ball that has an increased catch rate against Pokemon that are asleep.

Cost: 5 | Catch Rate: 1x, 3x (Against sleeping Pokemon)

Dive Ball: A Poke Ball that has an increased catch rate against Pokemon encountered when Diving or Surfing.

Cost: 5 | Catch Rate: 1x, 3x (When Diving or Surfing)

Dusk Ball: A Poke Ball that has an increased catch rate against Pokemon encountered in dark environments such as caves or at night time.

Cost: 5 | Catch Rate: 1x, 3x (In low lighting)

Fast Ball: A Poke Ball that has an increased catch rate against particularly fast Pokemon.

Cost: 5 | Catch Rate: 1x, 3x (Speed Stat >=100)

Friend Ball: A Poke Ball that has an increased catch rate against Pokemon that you defeated with another trainer companion.

Cost: 5 | Catch Rate: 1x, 3x (With another trainer companion)

Heavy Ball: A Poke Ball that has an increased catch rate against particularly heavy Pokemon.

Net Ball: A Poke Ball that has an increased catch rate against Bug- and Water-type Pokemon.

Cost: 5 | Catch Rate: 1x, 3x (Bug- and Water-type)

Park Ball: A Poke Ball that has an increased catch rate against Pokemon found in human civilization, but that are still wild.

Cost: 5 | Catch Rate: 1x, 3x (In human civilization)

Quick Ball: A Poke Ball that has an increased catch rate against Pokemon when thrown earlier in combat. Quick Ball always uses the adjusted Base Capture Rate of the Pokemon, even if the target is at full HP. (e.g. min 7, max 150)

Cost: 5 | Catch Rate: 5x, diminishes 1x for each round of combat to a minimum of 1x (e.g. it's 4x at the start of Round 2, 3x at the start of round 3, etc.)

Repeat Ball: A Poke Ball that has an increased catch rate against Pokemon you have captured at some point in the past, including those species that you used to have but either traded or evolved.

Cost: 5 | Catch Rate: 1x, 4x (Owned Pokemon species)

Safari Ball: A Poke Ball that has an increased catch rate against Pokemon fought in tall grass.

Cost: 5 | Catch Rate: 1x, 3x (In tall grass)

Sport Ball: A Poke Ball that has an increased catch rate against Pokemon that just broke out of a different kind of Poke Ball.

Cherish Ball: A Poke Ball that has an increased catch rate against legendary Pokemon.

Cost: 3 | Ball Strength: 12, 36 (Against legendary Pokemon)

Level Ball: A Poke Ball that has an increased catch rate if your Pokemon are more evolved than the target Pokemon. (Single Stage Pokemon are considered Second Stage, First Stage Pokemon out of Two or Three Stage Pokemon are still considered First Stage.)

Net Ball: A Poke Ball that has an increased catch rate against Pokemon in the Bug or Water-1 Egg Groups.

Cost: 4 | Ball Strength: 15, 36 (Bug or Water 1 Egg Groups)

Park Ball: A Poke Ball that has an increased catch rate against Pokemon found in City or Industrial Arena.

Cost: 4 | Ball Strength: 15, 36 (In City or Industrial Arenas)

Safari Ball: A Poke Ball that has an increased catch rate against Pokemon fought in tall grass.

Cost: 4 | Ball Strength: 15, 36 (In tall grass)

Sport Ball: A Poke Ball that has an increased catch rate against Pokemon fought in desert areas.

Cost: 4 | Ball Strength: 15, 36 (In Desert areas)

Premium Balls:

Heal Ball: A Poke Ball that heals its target for 50 HP and 50 EN when successful.

Cost: 8 | Ball Strength: 10

Quick Ball: A Poke Ball that has an increased ball strength against Pokemon when thrown earlier in combat. Quick Ball ignores the Outside Capture Resistance variable.

Cost: 10 | Ball Strength: 50, diminishes by 10 for each round of combat to a minimum of 5 (e.g. it's 40 at the start of Round 2, 30 at the start of round 3, etc.)

Repeat Ball: A Poke Ball that has an increased catch rate against Pokemon you have captured at some point in the past, including those species that you used to have but either traded or evolved. Repeat Ball ignores the Max EN Modifier variable.

Cost: 8 | Ball Strength: 15, 40 (Owned Pokemon species)

Timer Ball: A Poke Ball that has an increased catch rate based on the duration of the battle. Timer Ball ignores the Max EN Modifier variable.

Cost: 10 | Ball Strength: 5, increases by 5 for each round of combat to a maximum of 40 (e.g it's 10 at the start of Round 2, 15 at the start of Round 3, etc.)

Capture Mechanics:

Capture Mechanics follow a formula based on "Capture HP" and the number of Pokemon surrounding/defending the target to be captured.
Capture of Pokemon while its allies are in still play will is allowed at the discretion of the RP. The formula is as follows:

Backpacks can carry various synthetic healing items, but they have limited space, and only a few pockets tailor made for certain items. Backpacks do however have enough space for almost any item you might encounter along the way. Backpack sizes vary based on Dungeon difficulty (affects max Potions/Balls, but nothing else). You can't bring anything but TLR Shop Items and the Hold Item for each of your Pokemon in a TLR. The additional item limitations are for extended dungeons, where it's possible to keep going through each dungeon more than once. You may not start a TLR with items in the Spare Pocket.

So if I enter a TLR with items I had either bought in the past or had bought in a previous TLR, will they count towards the CC limit?

Will hold items count towards the CC limit?

Concerning the rare items that have been given away as prizes, like for example, Max Revive. Will these items count towards the CC limit? If so (likely), how much CC will they cost, & will they get a CC drop like the regular items, even though they cannot be purchased?

It seems like a solid concept & I do support it, but I kinda want to see these questions answered, no matter how obvious the answers could be. It would be a great clarification so when this gets implemented for new TLR challenges, there will be as little grey areas as possible.

Click to expand...

To answer the questions in full, the CC Limit is very flexible. You can actually SPEND more CC to get the initial number of balls, but you can only BRING that amount.

For example, most people probably aren't going to use all 4 Quick Balls. They'll probably use two, the first one A1 to get the 40 CHP hit in, and they'll use a weaker ball later. So you can buy 4x Quick Balls, but only bring in 2x, which will eat up 5CC of your limit. In a way the sample backpacks are misleading - if you want to spend more CC to get a more customized pack you can. You could spend 20CC, and only use 2 each of Quick Balls and Timer Balls, which would probably go a lot farther.

Total value brought is 33 CC (legal), but what was actually bought was 46 CC, and the trainer will have 3x Quick, 1x Timer, and 2x Heal and Ultra Balls in their profile items.

Spare slot items, as they are based on skill or on completing difficult sections of TLRs are not considered in the CC Cap, while purchasable items are. If you trawl around TLRs long enough to pick up a Hyper Potion, Full Restore, and a Max Revive, you could bring them with you in the 3 slots of any TLR - but if you ran into another item you'd have to discard that one or one of the ones in your pack. You can only bring the limit of purchasable items with you, you can't use Spare Slots for extras of those items.

Hold Items are considered part of the Pokemon you bring in and are not part of the limit.

Although there are two battlers to a thread, each Legend Run is unique and goes at its own pace in the thread. The two are combined into one to make the experience more available without taxing the ref.

"Of Pokemon so rare, so powerful, that their very existence is debated even amongst Pokemon researchers."

"Oh, those legends. What of it?"

"They say there is a cove with a rare Pokemon in it. The Pokemon around there aren't particularly strong, and the place itself has been checked time and time again. But people still insist there's a legend there. But it can only be found if you can hear its voice."

"Sounds like a fairy tale. Lay off the whisky."

"Whatever you say. I'm heading over there to check it out."

There is a cove hidden deep in a forest that beckons those few chosen ones who seek the legends. In order to get there you will have to cross several kinds of treacherous terrain, but this may be your first chance to get a taste of adventure. A mysterious man meets you at the entrance, signalling you forward. Oddly, it seems like you're the only one who can see them. You ignore the jests of your friends and follow him. You think you've heard him speak before, but you can't quite remember what his voice sounds like. It strikes you as odd, but you head towards the Mysterious Cove anyway.

Intro:
Timeless Tower is an unfathomably large structure seated on an impregnable cliffside. The tower's main spire looms over its entrance hundreds of feet into the air. Bridges extend from the main tower to three separate spires, each on an island pillar of immense density. The ocean roars violently below, beckoning you to stay away.

The bridge to the east leads to a tower frozen over in a massive pillar of ice. The sunlight glistens against its reflective surface, yet no melt can be shown. You look cold just staring at it.

The bridge to the west leads to a craggy pillar that seems to be etched from the very earth itself, impossibly dense and immovable.

A third tower can be seen behind the structure on your map, but it is eclipsed by the sheer enormity of the main spire. It is made of the sturdiest looking metal you have ever seen, an unnaturally purely refined solidity that shares the brilliant sheen of the icy tower and the sheer density of the crag.

As you go up to the entrance, the drawbridge on the main gate opens and falls with a loud crash onto the only access to the mainland. On either side of the bridge are statues of Golurk holding up massive spears. As you enter the main atrium, a massive statue of Golem rolled up into a ball takes the center of the arena. You look around the room and see exits your east and west going to the towers, stairs built into the floor going down presumably to the tower behind the main spire, and a massive door with 3 slots in the gate. Depictions of the gate are on the left and right, and show 3 stones being placed in the gate. Both mosaics are completely sand-colored except for the stones. One is an azure blue, one is a dull brown, and the other a shimmering silver. You attempt to push the gate, but it is so massively heavy you feel tired just pushing on it. It will not budge.

What could this all mean? And where do you go from here?

Black Sulfur Caldera:Difficulty: LegendaryPrerequisites: None

Intro(Move your mouse to reveal the content)Intro (open)Intro (close)

Black Sulfur Caldera is a deep and blackened pit that once erupted in a massive fiery explosion many hundreds of years ago. The terrain is now mostly barren with torched and odorous burns across its face. Nothing lives within miles of the area, not even Fire-type Pokemon, as the land is so inhospitable that very little can sustain life above ground. At the base of the caldera, however, there exists a small pit that recently opened up due to seismic activity. Some Pokemon trainers have ventured into the pit to explore, only to return with their whole Pokemon team fainted and them babbling nonsense about the magma demon therein. Intrigued, you prepare your Pokemon and decide to explore it yourself. Hopefully you'll find yourself better prepared than those others before you.

Windswept Meadow:Difficulty: UberPrerequisites: None

Intro(Move your mouse to reveal the content)Intro (open)Intro (close)

Windswept Meadow is a serene flat of grassland, stretching out for as far as the eye can see. A river loops around two sides of the meadow, and a rather intimidating bunch of trees come together to form a forest on a third side; thus, the most common entry point is through the fourth side, where a small town resides. You surmise that entering may take you through the forests and streams, but you cannot fathom what might lie beyond those landmarks. Most Pokemon trainers who go into the seemingly calm meadow come out talking about horrors that lie beyond—venomous snakes, quicksand, and more. Determined to uncover the mystery of the Meadow, you gather your strongest Pokemon and set out into the field. Maybe you'll fare better.

This TLR may take longer than other ones; if you don't like that, you may want to steer clear of this one.

Glacial Cave:Difficulty: LegendaryPrerequisites: None

Intro(Move your mouse to reveal the content)Intro (open)Intro (close)

Glacial Cave is an Island located far into the South, close to Antarctica. When you get close you awe at the white sands of its beaches, until you realize that isn't sand - it's snow. The Island's most prominent feature is a mountain with a large opening that serves as a mouth of a cave. Based on the structure of the mountain, you can tell tell that most of the mass is below the surface, once you get it you won't be heading up - you'll be heading down, deep into the chilly depths. A chill runs down you're spine. Hopefully you're ready.

Set before you is a massive island that humans have long ago abandoned. Leaving from the helicopter you took here onto a vista, you look down and see a land shrouded in a thick poisonous mist. Directly in front of you is a thoroughly unappealing Swamp, which covers an expansive amount of land. You can see a Stream feeding into further up and to the right, in an area that appears to be under a constant, violent electrical storm. To the right a massive buildup of land forms a caldera around a huge lake of lava that is led into by a vast expanse of barren rock.

Scattered throughout the wreckage you see some indications that humans once lived here, but that a cataclysm occurred. What little you can see through the tinted fog looks like deeply corroded ruins of civilization. You turn your attention to the very far side of the island, behind the lake of lava. In the distance sits a massive tower that would at once point been a pillar of civilization, but now appears to be a massive tower of blackened soot, standing as a permanent reminder of the permanence of nothing but entropy. Humanity has abandoned this place, but rumors of legends still abound. You survey the pathways down from the Vista. Which place do you approach first?

In an ancient time Pokemon and people used to battle in vicious wars - this occurred even before primitive Poke-balls were made that turned the tide against what humans considered to be a savage and dangerous world. Some Pokemon were so powerful that humans had to seal them away, placing four swords in four different locations.

The war is over and time has long since passed. The seal was recently broken, and unscrupulous trainers have been attempting to loot these ancient sites. Needless to say the inhabitants were not pleased, and the sealed Pokemon re-awakened. Do you have what it takes up to stand to these Legendary Pokemon?

Enchanted MeadowDifficulty: TrainingPrerequisites: None

Intro(Move your mouse to reveal the content)Intro (open)Intro (close)

Enchanted Meadow. It's a beautiful rolling plains in Kalos, covered in a mix of flowers and grass. It's hard to believe that such a peaceful place could hold a great secret, but the locals have sworn that they've seen a very oddly coloured Floette recently arrive in the area, and with it a large number of Pokemon have made their home in the meadow. Locals also report that in the middle of the night, large beams of light have been striking the sky. You're not too convinced that this is anything more than a shiny Floette, but it would probably be a relaxing exploration, and so you decide to have a look on behalf of the villagers...

NEW! - The Planet's Fury:Difficulty: UberPrerequisites: None

Intro(Move your mouse to reveal the content)Intro (open)Intro (close)

Arcane in architecture and strange in setting, the Planet's Fury is a place of legend and myth, ironically seated in the bustling downtown of the artificial island city of Alto Mare.

Its origins are as murky as the waters it sits on. Some time ago, a storm caused a massive evacuation of the city; inundating it and preventing anyone from entering for weeks on end. After the water receded and the clouds cleared, this structure was found to have forced its way up from underneath the tides and the foundations of the city. Resourceful as they were, the people simply chose to rebuild around it, and now it's a mundane part of the Alto Mare skyline.

Rumormongers speak of guardians that cruise the night skies, keeping the peace in Alto Mare, and tie these stories to the appearance of the Planet's Fury. It's said that they guard something within the walls of the alien construct, and that the doors will open only to those whom they wish to see.

Seeking Refs for The Legend Run.

I can't run this alone, so I'm accepting Refs for The Legend Run. There is one caveat:

1. You must be an able battler, since you will effectively be the AI for the wild Pokemon. You get two substitutions against each team throughout the challenger's entire run, from the Lackeys to the Boss. Show no mercy!

At a maximum I think we can have 5 TLRs going under this system, so that means 5 Refs and 10 Challengers.

Compensation (Pre Gen VI):

You will be compensated with 1 UC per Pokemon in a match, and an additional UC once every 4 RPs.
For example, if you get through a lackey battle (usu. 2v3), a trap (1v3), 2 Rps, and your challenger is stopped at the Guardian (usu. 2v3) you will receive 5 (Lackey) + 4 (Trap) + 5 (Guardian) = 14 UC.

Remember that you may or may not be doing two trainers at once, so if you manage to stop both of the challengers at Guardian, you will receive 29 UC, because you did 4 RPs between the two players in the single thread.

Compensation (Post Gen VI):

You will be compensated based on updates, based on the following:
-2 UC Base
-0.5 UC for every non-combat update, & every Poké Ball thrown
-1 UC for every round of combat where there is only one enemy (left) (EG: Trap combat, Boss fight with only one opponent).
-1.5 UC for every round of combat where there is more than one enemy left.
-If reffing a single TLR, One Update = One post, dual TLR is considered two updates per post until one party's challenge ends.

Starmie * [Celeste] (Genderless)Nature: Timid (+15% Spd, +20.3% Acc, -* Atk)Type:
<Water>: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
<Psychic>: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Ability 1: Natural Cure
Type: Innate

This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Ability 2: Illuminate

Type: Can be Activated

At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

Command: (Ability: Illuminate [does not take up one of your three actions per round])

Ability 3 (DW): Analytic

Type: Can be Enabled

If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Nohface [Mask] (Male)Nature: Jolly (*23/20 Speed, +18.539% (127*127/870) Acc, -1 SAtk)Type: Steel/GhostSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Type: Dragon/FlyingSummary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Type:
<Poison> Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
<Fighting> Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

AbilitiesAnticipation This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.

Dry Skin This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.

Poison Touch (DW) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

Shiftry [Locust] (M)
Nature: Naive (+Speed, -Sp.Def)Type:Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.Clorophyll:During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.Pickpocket (DW): This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Type:
Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:Surdy:This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.Magnet Pull:This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.Sand Force (DW) Locked:This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.Overcoat (DW) (Locked): (inmate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Zubat- Probat (M)Nature: Serious Nature, NeatralType: Poison/FlyingPoison STAB: immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.Flying STAB: Immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Infiltrator (DW) (Locked): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Type: Rock/Flying
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Rock Head: Innate: This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Pressure: Innate: This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Unnerve: (DW) Innate: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).Skill Link (Unlocked): (Innate) This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Milotic (Enbi) (F)Nature: Bold (Defense increased by *, Attack reduced by *)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Marvel Scale: (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).Cute Charm (LOCKED): (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.

Type: Ghost / Fighting
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Ability:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:
Ability 1: Swarm
Type: Innate

When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Ability 2: Technician
Type: Innate

This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally have 6 or less Base Attack Power to have their Base Attack Power multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) Base Attack Power, and the Energy Cost for multi-hit attacks is increased by two (2). Because Technician is a multiplier on single hit moves, its effect is applied to Base Attack Power before any additive effects.

DW (Locked: Light Metal

Innate

The Pokemon's body is made of a lightweight but extremely strong alloy. It weighs half as much as other members of the species, but is equally sturdy. The Pokemon executes weak attacks much more effectively, adding +1 priority to all their attacks with 6 or less Base Attack Power (after other ability adjustments). Priority is applied to the summed Base Attack Power of a multi-hit move (e.g. Double Kick has priority at 6 BAP, Skill Link Bullet Seed doesn't at 15 BAP.)

Hide(Move your mouse to the hide area to reveal the content)Show HideHide Hide

Kirlia (Yin)
MaleNature: Serious (neutral nature)Type: Psychic

What Fighting is to physical prowess, Psychic is to mental. Psychic types sense opponents energy in addition to any visual or hearing confirmation, allowing them to strike opponents from a great distance with their mental assaults and strike them even if they are physically blinded or inhibited. The same is not true if their mental concentration is disrupted through aggravating sounds. They also have a great deal of their own support moves, rivaling those of the Normal type. Psychic Pokemon are deep into mental energy, and thus they can also use ki attacks fairly effectively. Psychic types have intensely strong minds, and can fling opponents with Psychic attacks that their non-Psychic counterparts cannot.

Psychic-type attacks are not godlike, however. Most of them are simple mental assaults that tap into one of the opponents fears or memories. Extrasensory for example taps into memories that frighten the Pokemon, causing them to flinch. Psychic recalls moments of weakness that can lead to a lowering of special defense, and confusion using attacks generally just garble memories. While Psychic (the attack) can redirect energy attacks somewhat, it must be focused on the attack, not the Pokemon issuing it in order to have any function to that effect.

Summary: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:

Synchronize
Type: Innate

Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.

Trace
Type: Can be Activated

This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.

DW (Locked):Telepathy
Type: Innate

This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.

Hide(Move your mouse to the hide area to reveal the content)Show HideHide Hide

Gastly (Shade)
Male

Type:

Poison
Poison shares a lot in common with Normal, at least as far as being generalist and having poor super-effective coverage. It's greatest advantage though is its complete immunity to toxins. Poison types can survive in toxic waste sites, deserted city dumps, abandoned playgrounds, anywhere pollution drives out other Pokemon, Poison types thrive. Poison types will never choke on or be blinded by smog, smokescreens, sludge, or anything other than direct solid material (such as sand or mud) into their eyes. Other common poisonous critters are snakes, who in addition to their toxic tendencies can also squeeze the life out of opponents or paralyze them with a snake glare.

Summary: Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.

Ghost:
Ghost Pokemon are the most enigmatic type. As a whole they possess a broad range of supernatural abilities from intangibility to various kinds of psychokinesis to mere illusion, however these effectiveness of these strange abilities largely depend on the individual Pokemon. Gastly, Haunter, and Gengar are the least tangible of any ghost, and can pass through walls for a brief period of time without exhausting themselves. Ghost types are particularly adept at a few other tricks, including the ghostly flames of Will-o-Wisp, employing the shock value of Sucker Punch, utilizing Telekinesis and Psychic, and various other Trick-ery.

Unfortunately, due to their build, Ghost types with secondary typings (bar Gastly, Haunter, and Gengar) cannot go through walls, however they can briefly become briefly intangible. Most types have evolved around the annoying habit of Ghosts to become intangible and have attached an energy signature to their attacks that strike ghosts in an intangible state. Normal and Fighting types remain the only Pokemon that rely on direct brute force, and Ghosts simply absorb the ki used in some fighting attacks without effect.

Summary: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Spending 5 TC on Sport Balls, 10 TC on 2 sets of Lure Balls, 5 TC on an Ether and 10 AC+BT on a Revive. If I can also bring items of my own to fill up berry pockets and such, I would like to bring 1 Oran Berry, and 2 of Leppa, Cheri, Chesto, Pecha, Rawst, Aspear and Enigma. That's it.

Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.

Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Super Luck (DW-Unlocked): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.

Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.

Regenerator (DW- Unlocked): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Type: Ice/GhostIce: Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Ability 1: Snow Cloak: (Innate) This Pokemon is used to snowy blizzard conditions and gains a 20% evasion boost during Hail. Pokemon with this ability are immune to Hail damage.Ability 2: Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Abilities:Ability 1: Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)Ability 2: Run Away: (Innate) This Pokemon is quick on its feet and will evade any field traps and hazards that would harm it (Spikes, Stealth Rock, Toxic Spikes) in an arena. A Pokemon can still absorb Toxic Spikes if it has Run Away and is Poison-typed. Run Away does not allow the Pokemon to switch out of trapping moves or abilities, however it can escape other situational trapping strategies in battle.Ability 3: Rattled: (Innate, DW) These Pokemon are more easily frightened by Ghost, Bug, and Dark-typed attacks and will raise their speed by one (1) stage when struck by attacks of those types.

Abilities:Ability 1: Lightning Rod: (innate) These Pokemon naturally attract electricity to themselves and away from partners in double battles. When struck with an Electric attack, they tranfer the energy into their body, using it to increase their Special Attack by one (1) stage. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.Ability 2: Motor Drive: (innate) This Pokemon nullifies any electrical attack damage and converts the energy from any electrical attack (inc. Thunder Wave) into an energy source that allows it to boost its speed by one (1) level. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.Ability 3: Sap Sipper (DW, innate) This Pokemon lives on a steady diet of plants and has developed defenses to every Grass-type attack. When attacked with a Grass-type move, damage and effects are negated and the Pokemon gains a one (1) stage attack boost. A boost gained this way by an opponent's attack will be maintained at the end of each round. Self-targeted attacks do not maintain boosts.

Type: Psychic / WaterPsychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Oblivious: (Innate)This Pokemon is incapable of being effected by Attract or Cute Charm.Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.Regeneration (UNLOCKED): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Abilities:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.Intimidate (UNLOCKED): (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.

Type: Ghost/FightingGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.Mummy (UNLOCKED): (Innate) This Pokemon's skin has a lasting curse on it. When struck by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Type:
<Poison> Poison STAB; immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.
<Fighting> Fighting STAB; ignore weight restrictions of throwing/grappling moves. Superior reaction time in close quarters.

AbilitiesAnticipation This Pokemon is better at sensing dangerous attacks, and takes three (3) less damage from super-effective attacks, Selfdestruct, and Explosion.

Dry Skin This Pokemon has spongy, yet sensitive skin, causing it to burn in bright sunlight for damage but absorb water and heal damaged tissues in rain. This effect results in dealing 2 damage/action to this Pokemon in sunlight and recovering 2 HP/action in rain. It also makes the Pokemon weak to fire, but it absorbs the damage of water attacks and recovers HP when struck instead.

Poison Touch (DW) This Pokemon's body is covered with a film of poison. Whenever it hits an opponent with a contact attack, that opponent has a 30% chance of being Poisoned. When disabled, all this Pokemon's Poison-type attacks will inflict Toxic level poison.

Shiftry [Locust] (M)
Nature: Naive (+Speed, -Sp.Def)Type:Grass: Grass STAB; Immunity to Leech Seed and Worry Seed. 50% reduction in status effect chance of oncoming "powder" attacks. More mobile in areas with strong natural light sources. Superior senses in tall grass and forest areas. Able to use Wrap and Bind without losing focus.Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.

Abilities:Early Bird: This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently suffers from sleep status for only half as much time as other Pokemon.Clorophyll:During bright sunlight, this Pokemon’s cells absorb more solar energy, doubling (x2) their speed.Pickpocket (DW): This Pokemon's mischievous nature and greed make it very effective at pawning off an opponents item. If this Pokemon has no item and either it or the opposing Pokemon strikes with a contact attack, their item is stolen and becomes the held item of this Pokemon. Pokemon with Pickpocket can be commanded to swap items with an ally, and only they will need to expend an action to do so because of their swifter sleight of hand.

Type:
Rock:Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.Steel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.

Abilities:Surdy:This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.Magnet Pull:This Pokemon has the ability to generate a magnetic field that can attract or repulse Steel-type Pokemon. When attracted by Magnet Pull, Steel-types cannot move out of the immediate proximity without great difficulty, and can be pulled along by the Magnet Pull Pokemon. When repulsed, the Steel type is thrust violently away and contact attacks have immense difficulty striking the Magnet Pull Pokemon. The effect of both commands lasts for the following three (3) actions. Steel types cannot switch out in a Switch=OK battle while a Pokemon with Magnet Pull is on the field without the use of Baton Pass, U-turn, or Volt Switch.Sand Force (DW) Locked:This Pokemon thrives in Sandstorm conditions, using the power of the swirling sand to augment its Rock, Ground, and Steel-typed attacks. Each of this Pokemon's Rock, Ground, and Steel-typed attacks will have the Base Attack Power increased by two (2). Pokemon with this ability are immune to Sandstorm damage.

Abilities:
Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.
No Guard: (Innate) This Pokemon has an immense confidence from perfecting each of its attacks, giving them all perfect accuracy. Resultingly it feels it can weather every strike, and will not dodge an attack even if ordered to. Only when a OHKO move is issued by the opponent does sense return, and the Pokemon acts normally.
Steadfast: (Innate) If this Pokemon is flinched, it becomes aware of the speed difference and increases speed by one (1) stage to make up the difference.

Type: Rock/Flying
Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.
Flying: Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:
Rock Head: Innate: This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.
Pressure: Innate: This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.
Unnerve: (DW) Innate: The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Three more questions: Are we allowed to use Pokemon currently in battles?
Also, if we have items leftover at the end of the challenge can we keep them for future challenges?
Finally, can Pokemon evolve mid-challenge?

In any case, I'm going to enter my little league team for the Mysterious Cove:

Type:Rock: Rock STAB; Take 2 less damage from all special attacks during Sandstorm. Able to use Sand Tomb without losing focus.Ground: Ground STAB; Immune to all electrical attacks, can Dig through almost any substance, Evasive Digging reduced from 3 per action Energy Cost to 2 per action, superior senses in darkened cave surroundings.

Abilties:Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the Base Attack Power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Sand Veil: (DW) (Innate) This Pokemon is used to reacting in desert conditions and gets a 20% evasion boost during Sandstorms. Pokemon with this ability are immune to Sandstorm damage.

Abilties:Sturdy: (Innate) This Pokemon’s body is solidly constructed, reducing the Base Attack Power from an opponents incoming attacks by one (1). The effect is amplified on OHKO Moves, which are reduced by ten (10) Base Attack Power.Rock Head: (Innate) This Pokemon’s hard body prevents it from taking recoil damage from moves such as Double-Edge, Flare Blitz, and Head Smash.Heavy Metal: (DW) (Innate) The Pokemon's body structure is immensely dense, doubling its weight. When it uses a full-body attack or a weight-based attack it will do more damage, and it will be much harder to lift, throw, or knock back.

Type:Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference.

Abilities:Oblivious: (Innate) This Pokemon is incapable of being affected by Attract, Cute Charm, or Captivate.Own Tempo: (Innate) This Pokemon moves at its own pace and when confused, it will never harm itself in confusion. If the Pokemon also has Tangled Feet, it will raise Accuracy by one (1) Stage.Regenerator: (DW) (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Attacks:
Curse
Yawn
Tackle
Growl
Water Gun
Confusion
Disable
Headbutt

Belly Drum
Sleep Talk
Safeguard

Surf
Rest
Trick Room
Pay Day

They're going to die... Oh well.
Naturally I'm buying some balls too, I'll have set of Ultras and Sports, using all of my TC (though Slowpoke will make me a wealthy wealthy man I think)

OK I was going to wait for some conformation from Deck before jumping in here but seeing IAR get it going and the line growing somewhat I think its high time I put my position as a referee for this to use. The bottom line, ready yourself Engineer and Kaxtar because the thread will be up shortly

Type: Normal
Normal STAB; adapt comfortably to any surrounding after 3 actions. Able to use Outrage without losing focus.

Abilities:Cute Charm: (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.Technician: (Innate) This Pokemon is more skilled at performing weaker moves, causing any of their attacks that normally deal 6 or below base damage to have their base damage multiplied by 1.5. (e.g. Aerial Ace goes from 6 to 9, Mach Punch goes from 4 to 6, etc.) The Energy Cost for a one-hit or two-hit attack is increased by one (1). Each hit in a multi-hit move is boosted by one (1) damage, and the Energy Cost for multi-hit attacks is increased by two (2).Skill Link (Unlocked): (Innate) This Pokemon’s skillful aim makes its multi-hit moves always hit 5 times. The Energy Cost of multi-hit attacks is increased by three (3).

Milotic (Enbi) (F)Nature: Bold (Defense increased by *, Attack reduced by *)
Type: Water
Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:
Marvel Scale: (Innate) This Pokemon’s coat shimmers when afflicted with a status condition, reducing the Base Attack Power of incoming physical attacks by two (2).Cute Charm (LOCKED): (Innate) This Pokemon’s natural cuteness causes Pokemon of the opposite gender in the same egg group to be attracted to it 30% of the time after striking with a contact move.

Type: Ghost / Fighting
Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Ability:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.Mummy (DW): (Innate) This Pokemon's skin has a lasting curse on it. When strucky by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Spending 5 TC on Sport Balls, 10 TC on 2 sets of Lure Balls, 5 TC on an Ether and 10 AC+BT on a Revive. If I can also bring items of my own to fill up berry pockets and such, I would like to bring 1 Oran Berry, and 2 of Leppa, Cheri, Chesto, Pecha, Rawst, Aspear and Enigma. That's it.

Hustle: (Can be Enabled) This Pokemon puts immense force and speed in its physical attacks, increasing the base damage of all its physical attacks by three (3), but the haste lowers their accuracy to 80% of normal.

Serene Grace: (Innate) This Pokemon has a blessing which doubles the success chance of its attack’s secondary effects. (eg paralysis from Thunderbolt)

Super Luck (DW-Unlocked): (Innate) This Pokemon’s natural skill doubles (x2) its critical hit levels above other Pokemon, making its normal moves inflict critical hits 12.5% of the time and its high critical hit moves inflict critical hits 1/3rd of the time.

Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic attacks regardless of weight difference. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.

Oblivious: (Innate) This Pokemon is incapable of being effected by Attract or Cute Charm.

Regenerator (DW- Unlocked): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and (ten) 10 HP is restored. When this Pokemon Chills, it restores six (6) HP in addition to its 12 Energy.

Since Deadfox and Random are already doing it, and the OP already list refs and stuff, i think it's ok to guide you trough the "easiest" path, but don't let training full you, some of this pokes are just waiting for the unexpected visitors to lower their guards, let's see what this place has on reserve...

Starmie * [Celeste] (Genderless)Nature: Timid (+15% Spd, +20.3% Acc, -* Atk)Type:
<Water>: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.
<Psychic>: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:
Ability 1: Natural Cure
Type: Innate

This Pokemon’s body has the ability to heal itself of status afflictions over time, it goes into effect six (6) actions after being inflicted with a status. In switch battles, this Pokemon heals all status effects when switched out.

Ability 2: Illuminate

Type: Can be Activated

At any point in a match this Pokemon can illuminate the area without using an action, the light is less powerful than Flash.

Command: (Ability: Illuminate [does not take up one of your three actions per round])

Ability 3 (DW): Analytic

Type: Can be Enabled

If this Pokemon attacks second during an action, its attack has +5% (flat) more accuracy do two (2) more damage. However, the opponents attacks have +10% (flat) accuracy.

Nohface [Mask] (Male)Nature: Jolly (*23/20 Speed, +18.539% (127*127/870) Acc, -1 SAtk)Type: Steel/GhostSteel: Steel STAB; Immune to Sandstorm, highly insusceptible to toxic attacks, but can be corroded specifically by Acid and Acid Spray, can be magnetized. Superior senses in high-metal environments like construction sites or factories.Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.

Abilities:Frisk: (Innate) The Pokemon has intimate knowledge of the opponent's held item and ignores any item-based increases in damage or status. The Pokemon will not be affected by Fling or Natural Gift.Limber: (Innate) This Pokemon’s body is well trained and immune to paralysis.Cursed Body (DW): (Innate) When this Pokemon is struck by an opponent's attack that makes contact, there is a 30% chance that attack will be disabled. Only one of the opponent's attacks can be disabled at a time due to Cursed Body.

Type: Dragon/FlyingSummary: Dragon STAB; More in touch with legendary or special auras in arenas. Able to use Hyper Beam and Giga Impact without losing focus.
Flying STAB; immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities: Shield Dust: (Innate) This pokemon has dust covering the outside of its body that prevents opponents secondary effects from taking place (eg burn from Flamethrower). It does not block direct status moves (such as Thunder Wave.)Static: (Innate) This pokemon’s body is surrounded by an electric field that has a 30% chance of paralyzing opponents that use contact moves on this pokemon.Overcoat (DW) (Locked): (inmate) This Pokemon has a sturdy exterior that rebuffs the elements, making it immune to damage inflicted by bad weather. If the Pokemon is already immune to at least one (1) kind of weather by typing or a different ability, Overcoat reduces the Base Attack Power of all oncoming attacks by one (1).

Zubat- Probat (M)Nature: Serious Nature, NeatralType: Poison/FlyingPoison STAB: immunity to Poison/Toxic, see and breath through smog/smokescreens/haze uninhibited. Able to use Wrap and Bind without losing focus. Superior senses in urban settings.Flying STAB: Immunity to Ground attacks except under the effects of Smack Down and Gravity, even for ground-based flying Pokemon. Will always hit foes with Dig (except other Flying types) and Dive. Cannot be hit by Dive unless the attacking Pokemon has a size class greater than four (4). Immune to Spikes and Toxic Spikes. Enhanced aerial mobility. Superior senses in open air arenas.

Abilities:Inner Focus: (Innate) When an opponent attempts to flinch this Pokemon, it stands firm and continues its attack. If it has another ability that would be activated by flinching, that ability activates.

Infiltrator (DW) (Locked): (Innate) Through a combination of speed and cunning this Pokemon easily gets around Light Screen, Reflect, and Safeguard with all of its attacks.

Type: Psychic / WaterPsychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Oblivious: (Innate)This Pokemon is incapable of being effected by Attract or Cute Charm.Own Tempo: (Innate) This Pokemon moves at its own pace and cannot be confused by any method.Regeneration (UNLOCKED): (Innate) When this Pokemon is switched out during a switch battle, it reacts to the energy in the Pokeball and 10 HP is restored.

Abilities:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Moxie: (Innate) This Pokemon gets psyched after it earns a KO on an opposing Pokemon, increasing its attack by one (1) stage.Intimidate (UNLOCKED): (Innate) When this Pokemon initially goes out into the battlefield, it generates an intimidating roar or war cry that shakes all opponents on the battlefield, reducing thier Attack stage by one (1). The attack drop is maintained at the end of each round. If an opponent switches in a new Pokemon, Intimidate can be activated again.

Type: Ghost/FightingGhost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.Fighting: Fighting STAB; ignore weight restrictions on Circle Throw, Seismic Toss, Sky Drop, Storm Throw, Submission, and Vital Throw. Superior reaction time in close quarters.

Abilities:Shed Skin: (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.Air Lock: (Innate) This Pokemon releases immense barometric pressure, clearing the weather in the arena and preventing the effect of weather moves and abilities from taking place.Mummy (UNLOCKED): (Innate) This Pokemon's skin has a lasting curse on it. When struck by an opponents contact move, the curse transfers, changing the opponent's ability(ies) to Mummy for the next six (6) actions.

Abilities:Rebound: (Innate) When this Pokemon is released into battle, it senses the hazards the opponent has laid on the field and thrusts them to the other side of the arena where they will affect the opponent's Pokemon. The Pokemon does not suffer the effects of these hazards when it switches in.Guts: (Innate) This Pokemon is tenacious and will work ever harder when under a status condition, raising the base attack power of all its physical attacks by two (2). Pokemon with Guts ignore the attack drop from burn.Pressure (DW - Activated): (Innate) This Pokemon’s presence fills the air with intense anxiety, and any damaging or status attack launched at this Pokemon costs the opposing Pokemon two (2) more energy to perform.

Abilities:Compoundeyes: (Innate) This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.Tension: (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.Swarm (DW - Not Activated): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, Scissor Cross from 8 to 10)

Abilities:Keen Eye: (Innate) This Pokemon has extremely good vision and cannot have its accuracy lowered by any means. Its attacks are still affected by an opponent’s evasion.Sheer Force: (Can be Enabled) This Pokemon can energize all its attacks with secondary effect chances less than 100%. When Enabled, the Base Attack Power of every move with an effect chance less than 100% increases by two (2), but they will never have a secondary effect.Defiant (DW - Activated): (Innate) The Pokemon has a deep sense of honor, and whenever one of its stats are decreased by an opponent's move, it's Attack increases by two (2) stages.